Anyone know how to get the second closest point using the geometry proximity node?
I am trying to find points that are close together to offset them and avoid overlap, so I want to run geo prox on itself, but this returns 0, as each individual point is indeed in the exact same spot.
Hmm, thatās a bummer. I was pleased to see that the poisson disc distribution takes multiple surfaces into account, so I was able to do a non colliding volume packing, but I have some moving particles I wanted to offset to reduce collisions. Iāll figure something out. Thanks for the info!
Iām planning to make a shelving unit using GeomNodes.
As base mesh Iām using a simple edge (2 vertices) that drives the position spawning of the shelves system.
As any unit will be duplicated side by side, Iād like to make the option to use or not the end pillar element.
To spawn the 2 pillar instances Iām using the node āInstance On Pointsā.
First question:
-is it the right node for this kind of job? If not, what you suggest?
-if yes, it supports the option to spawn just 1 instance using just one of the points of the base mesh? if yes, how?
Thanks in advance
EDIT: Iāve changed approachā¦ Iām using 2 mesh line nodes with a boolean input for the 2nd node. It seems working.
Hi,
Iāve a simpler scenario than yours but probably Iāve more or less the same issue with UV.
I did a simple scene to share for testing and it is here Geometry Nodes - #2747 by marcatore
Do you think Iām in the same situation?
Iām trying to figure out how you solved but not clearly understood yet.
I am not really sure why its happening, but to solve it in your case you can either enabled āAs Instanceā in object info node, or use UV map as attribute in shader editor
I think if the ādistance minā slider from poison disk could receive a weightmap (if it was a field and not a simple value), and if we use the same map to drive our instances scale we could achieve a controlled circle packing
Only work because of your grid tho
I think what is needed is a proper implementation in cpp